Expansion Key Notes

These are the keynotes of Diablo 3’s future Expansion, and will contain:

Ø Battle.Net

Ø Items

Ø World

Ø Crafting

Ø Paragon

Ø PvP

* Keep in mind that the game changes are made keeping 1.0.7 in mind.

Battle.net 2.0+

Game Menu = City Hub

Upon logging in and choosing a character, the player will now be placed into a Major City Hub. The City Hub is real-time place where players can meet each other. The City Hub will be introduced with Act VI and has a player cap of 100, after reaching 100 players; a new instance of the City Hub is made to ensure a playable environment.

The Medieval City Hub:

Blacksmiths Guild Street

o Your Backsmith and 3 Highest Experience Blacksmiths of players.

Jewelers Guild Street

o Your Blacksmith and 3 Highest Experience Blacksmiths of players.

Mystics Guild Street

o Your Blacksmith and 3 Highest Experience Blacksmiths of players.

Auctioneers Area

o Different Auctioneers for Gems, Crafting, Armor and Weapons.

PvP Queue Area

o Defense of the City

o Endless Rush

o Gladiator

Waypoints

o The City Hub Waypoints are connected to all acts.

o Upon entering a different act; no quests will be present. However, all bosses will be spawned.

o Selecting quests is available through the Gate System.

Gates (Game Selection Area)

o Gate to quest area in ACT VI

o Gate to open game system

o Gate to quest selection

Random Objectives at Random Times.

o Random Objectives, from defending Tristram from waves of random monsters to defeating a set amount of monsters/ elites/ goblins to completing randomly generated events throughout the game. Completing the objective is rewarded with a treasure chest. Higher monster power increases the quality of the treasure.

Guilds

o Guild support has been added

Half of Fame (Ladder)

Items

Item stats are now allocated into 3 main categories and 1 bonus category.

Rare Armor items dropped from monsters now roll 4 to 6 affixes and have a small chance to roll 1-2 sub-affixes.

Legendary Armor items have had their sub-affixes removed, and now have an average chance to roll an extra 1-3 sub-affix. Legendary items also have small chance to roll legendary-specific sub-affixes that are not listed below.

o Treasure Hunter (New) Increases chance of finding Treasure Goblins and Resplendend chests and increases the quality of loot received through objectives and PvP.

All items now roll equal primary attributes.

All items now roll at least one primary (class) attribute.

The affixes indestructible and thorns have been removed from the game.

The magic and gold find cap has been removed.

Players are considered Elites as of 1.0.7

Diamond gem has been added.

o Weapon - Defensive Piercing %

o Armor - All Resistance

o Helm - Reduces Damage by %

Wings can now be added to your inventory, and can now be toggled on or off that persist through game switching.

Charm System introduced.

o A dedicated inventory will be introduced with a quest in Act IV.

o Charms spawn in sizes of 3x1, 2x1 and 1x1. Charms are rolled similar to items (affix / sub-affix).

o Each Charm Size has unique affix and sub-affix rolls.

World

Acts

o Players can now switch between acts through the waypoint system.

o All zones should spawn equal mobs and elites packs based on their size. For a zone of 1000m2 meters spawns 100 mobs, and 4 champion packs, and a 2000m2 zone spawns 200 mobs and 8 champion packs. Some degree of randomness will be used to vary elite pack amounts.

Bosses

o Sub-bosses have had their legendary drop chance increased by 300% when killed with 6 Nephalem Valor stacks or higher.

o End of Act bosses have had their legendary drop chance increased by 400% when killed with 10 Nephalem Valor stacks or higher.

Unique Name Monsters

o Health increased by 400% and now have a 200% increased chance of dropping legendary items. Their loot table has also been changed to match the loot table of rare and champion monsters.

o Now roll (difficulty +1) random abilities.

o Upon killing a named monster, the player increases the Nephalem Valor cap by 1.

o Upon killing a named monster, the player gains a Nephalem Valor stack.

Each level beyond 100 increases the experience gained by 3% for all characters on your account.

Level 1-100: Magic and Gold find bonus as well as attributes.

Perks:

Introduce perk system at Paragon 50

Level 50: Increases the starting amount of Nephalem Valor stacks by 1.
Level 55: Increases the chance of finding Legendary items by a small amount.
Level 60: Treasure Goblins and Resplendent chests are now marked on the minimap.
Level 65: You can now list 15 auctions, up from 10.
Level 70: Your experience gain is increased by 5%.
Level 75: Monsters explode more violently.
Level 80: Increases the chance of finding rare monsters by a small amount.
Level 85: Increases healing received by 10%
Level 90: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
Level 95: You resurrect players 35% faster
Level 100: The size of your Charm Specific Inventory is increased by 2.
Level 105: Increases the pickup radius of gold and items pickup by 2 yard.
Level 110; Increases your movement speed by 5% in PvE areas
Level 115: Increases your stash by 1 half-tab.
Level 120: Reduces the crafting costs by 20%
Level 125: Increases the number of followers you can have in a solo game to 2.
Level 130: Increases item quality of random objectives
Level 135: Increases the chance of finding rare monsters by a small amount.
Level 140: Reduces the cast time of town portal to 2.5 seconds.
Level 145: Increases the size of your additional stash tab.
Level 150: Increases movement speed by 5% in PvE areas
Level 155: Increases the starting amount of Nephalem Valor stacks by 1.
Level 160: Increase item quality of PvP objectives
Level 165: The size of your Charm Specific Inventory is increased by 2.
Level 170: You can now list 20 auctions, up from 15.
Level 175: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
Level 180: Increases the number of followers you can have in a solo game to 3
Level 185: Reduces the duration of control impairing effects by 15%
Level 190: Increases the duration of your control impairing effects by 15%
Level 195: The size of your Charm Specific Inventory is increased by 2.
Level 200: 1 Follower will now join you in a multiplayer game.
- FIERY WINGS ITEM
- All your characters gain an additional 25% more experience after reaching level 60.

Players can now queue up to compete against each other in “Defense of the City”. The goal of Defense of the City is to kill as many monsters as fast as possible while defending the different city gates.
Random monsters will spawn in waves that will even challenge the most experienced players.

o Instanced for each team, with the addition of a scoreboard (Monsters Killed)

o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

o Average siege duration of 10 minutes.

o Game Modes

]- 1v1v1v1

]- 2v2v2

]- 4v4

o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Defense of the City

Endless Rush

Players can now queue up to compete against each other in “Endless Rush”. The goal of Endless Rush is for a team to venture as deep as possible into a randomly generated dungeon.

o Instanced for each team, with the addition of a scoreboard (Level Reached)

o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

o Average Rush duration of 15 minutes.

o Game Modes

]- 1v1v1v1

]- 2v2v2

]- 4v4

o Queue system that will match players according to gear. Cannot change gear while in Queue or during Endless Rush.

Gladiator

Players can now queue up to compete against each other in “Gladiator”. The goal of Gladiator is for a team to kill as many other players of the opposing team(s) as possible while being sieged by heavy duty demons.

o Scoreboard of players killed by team

o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

o Average Gladiator duration of 10-15 minutes.

o Game Modes

]- 1v1v1v1

]- 2v2v2

]- 3v3

o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Gladiator.

o Players can queue for Gladiator against other players or teams of their choosing.

Would you read it if you knew it was fan fiction from the start? I many people will skip over it

You don't want anyone to read your post and be angry in the end because they found out all that they have read was fiction (and they took it for granted). Anyways, for me it was kind of obvious from the beginning that this is fiction. You start your ideas off with turning D3 into an MMO, and that's not gonna happen - ever. D3 was actually developed to be an MMO before they hit the reset button and started from scratch a couple of years ago. D3 will undergo heavy changes, but it will never become 1) an MMO, 2) D2, or 3) an esports game. (All three of these have been confirmed by blue posts). Many of the things you propose go in either of these directions. In order to make your post less fictional you might consider this... ;-)

It's really a lot of work you put into this, but it's for a completely different game. The changes you propose are not what Blizzard has in mind for D3, and based on what I've read in recent weeks it's also not necessarily what many people deem suitable for D3. It would be a good start for designing a whole new game. :-)

It was a bit strange at the beginning that those are the changes, at least to me. So I scrolled down a bit to see if there is a disclaimer, and there was so no harm came to me. But the post is really long, and I do suggest you put something like that at the top. Just to let people know

Would you read it if you knew it was fan fiction from the start? I many people will skip over it

You don't want anyone to read your post and be angry in the end because they found out all that they have read was fiction (and they took it for granted). Anyways, for me it was kind of obvious from the beginning that this is fiction. You start your ideas off with turning D3 into an MMO, and that's not gonna happen - ever. D3 was actually developed to be an MMO before they hit the reset button and started from scratch a couple of years ago. D3 will undergo heavy changes, but it will never become 1) an MMO, 2) D2, or 3) an esports game. (All three of these have been confirmed by blue posts). Many of the things you propose go in either of these directions. In order to make your post less fictional you might consider this... ;-)

It's really a lot of work you put into this, but it's for a completely different game. The changes you propose are not what Blizzard has in mind for D3, and based on what I've read in recent weeks it's also not necessarily what many people deem suitable for D3. It would be a good start for designing a whole new game. :-)

I wouldn't call it an MMO style of approach per se, and I definitely wouldnt want it to be turned into one. The only MMO feel that i would like to see in Diablo 3 is the social aspect. Such as guilds/clans or a social meeting place, in one form or another. Currently Battle.net fails to deliver on the social aspect. You kind of feel isolated with an occasional chatter and the auction house. I'd rather have a graphic astounding city where people can meet & trade, select what to do next as well as just hang out and show of their gear etc.

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The little boat gently drifted across the pond exactly the way a bowling ball wouldn’t...

Item changes: Seems like those would only make items worse and more random. I especially hate the randomness in legendaries/sets. Also, I very strongly disagree in having PvP-specific affixes; D3 is a PvE game. Magic find, Gold find etc. should be removed (and probably will be removed) from equipment. Blizzard too said that it isn't very fun to gather two sets of gear; one for MF and one to maximize your killing power. MF/GF from Paragon is enough. Oh and NO CHARMS EVER PLEASE! It was one of the most annoying features of D2.

World changes: Meh, I don't really care.

Crafting changes: Yes, crafting needs work. Maybe your suggestions could work to a degree but altering specific affixes should be very expensive. PoE could be an example here.

Paragon changes: Actually, I hate those suggestions (mainly the perk system). Let's keep Paragon as it is now.

PvP changes: Well, I don't PvP. But it could be fun to have different play modes. Just as long as they are not a more efficient way to farm exp/loot than "standard" PvE.

I'd like to admit it was a great read and i could see some of your points being reliable, but only some.. Nice effort though, but you should probably have done a bit of research so it could have been more reliable and 'realistic'.

It's funny how one person can come up with all of these ideas to improve the game (many of them that should have been implemented in the game from the beginning), and yet the the entire Diablo team couldn't think of anything that would improve the playability aspect of D3 for 5 years...sad really.

I believe they should start thinking of hiring outside help, because clearly their internal team has no clue what to do with this game.

Social Systems are the backbone of modern games these days. Without a proper social system many gamers tend to feel isolated. Social Systems are a huge part of multiplayer games, the social aspect is by far the most differentiating aspect for multiplayer vs singleplayer games.

Item changes: Seems like those would only make items worse and more random. I especially hate the randomness in legendaries/sets. Also, I very strongly disagree in having PvP-specific affixes; D3 is a PvE game. Magic find, Gold find etc.

should be removed (and probably will be removed) from equipment. Blizzard too said that it isn't very fun to gather two sets of gear; one for MF and one to maximize your killing power. MF/GF from Paragon is enough. Oh and NO CHARMS EVER PLEASE! It was one of the most annoying features of D2.

Yes, items are very random, and they should be for the longevity of the game. However, I actually took away a part of the randomness and filled it with more desirable stats.

Magic Find is one of those problematic stats that is really cool to have, but not at the expensive of your characters power. Which is a totally legit argument. With my system however, you can have best of both worlds.

Items roll affixes and sub-affixes totally separate from one another. 4-6 Affixes, plus a small chance of 1-2 sub-affixes. Meaning, you will never have to give up power for cool bonus features such as gold find, magic find or pickup radius for example.

Charms are in my opinion the best way to customize your character. Many players loved the stat allocation system, which has been removed. Charms could fill that role to a certain extend and are a very cool addition to the loot table.

PvP Stats are already in 1.0.7, as VS Elites stats also work VS Players

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I liked most of this.. The only thing I absolutely hated was the addition of "daily quests"... Really? 7 years of my live sucked through my eyes through WoW dailies has pretty much solidified the fact that if I see even one daily quest appear in this game, I would drive to Blizzard HQ and set myself on fire.

If the future Diablo 3 expansion would bring these changes, I would love it. Great work posting this!

Perks sounds way more interesting than the current paragon system. That way there would be interesting things coming such as multiple followers. Slight increase in stats and gold/magic find currently doesnt encourage enough people to do paragon leveling and it also discourages to have more than your main char.

Item affix changes: Allmost all good. And with mystic, I can see a system that works. Rare Item allways needs primary stat (magic and common doesnt). Useless affixes should go away and some maybe-less-usefull affixes should be sub-affixes.

PvP affixes could be great, but I wouldn´t want PvP affixes to roll at world drop items. PvP affixes could roll however by crafting or by mystic.

I´m not sure what I feel about mixed offensive affixes. Sounds maybe a bit confusing to some people. Anyway could work.

Monster changes: Nephalem valor cap should still be at 5 I think, but theidea that killing uniques would increase that cap, is simply awesome!

Goblin idea is old, but Golden.

City Hub: Not a fan of this. Many people dont like social aspect of the game. Auctioning with only 100 people is not what many of fans (I think) want.

Waypoint system, +1.

You should make a post to official forum about this. Maybe they use atleast some ideas.